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SIGGRAPH 2011 - Bedroom frenzySIGGRAPH 2011 - Breakfast with ParticlesOle and I promised to share the slides from our talk at the SIGGRAPH 2011 Studio. The presentation covers various graphics techniques that use depth, normals and color buffers. The methods range from improving standard techniques to creating entirely new ones, like approximate volumetric effects or advanced image post-processing. The buffers used are in many cases the natural products of the rendering pipeline and offer a way to infer surprisingly much information about the scene, thus allowing for very rich and fast graphics effects.

It may be a worthy read both for artists and programmers, as we discuss the possibilities of some unusual special effects and their technical side.

Get it while it’s fresh: Special Effects with Depth (14MB pdf)

Yours,

Kuba and Ole

14 replies on “«Special Effects with Depth» talk at SIGGRAPH”

This is great stuff! So, is this available to us non-coder types, or is it something that requires custom shaders be programmed?

[…] Mobile Shaders (originally How to Write Fast iPhone and Android Shaders in Unity) Special Effects With Depth (via @kubacupisz, Naty) Filed under Rendering ← Specular Showdown in the […]

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